public void Fillmap() { for(int i = 0; i < 24; i++) { for(int k = 0; k < 24; k++) { map[i, k] = new Ground(new OpenTK.Vector3(k * 50, i * 50, 0), new OpenTK.Vector2(50, 50), System.Drawing.Color.White); } } //testsmap = new WorldSection(map); int c = 0; int widh; int hight; for(int i = 0; i < 4; i++) { widh = i * 6; // NEED TO BE CHANGED, WILL NOT WORK ON ARRAYS BIGGER THAN 2; hight = 0; for(int u = 0; u < 4; u++) { Smap[c] = new WorldSection(); Smap[c].FillSection(widh, hight, map, "templates/testfile1.txt"); c++; hight = hight + 6; } } //Smap[0, 0] = new WorldSection(0, 6, 0, 6, map); //Smap[0, 1] = new WorldSection(6, 12, 0, 6, map); //Smap[1, 0] = new WorldSection(0, 6, 6, 12, map); //Smap[1, 1] = new WorldSection(6, 12, 6, 12, map); }
/// <summary> /// Configures the virtual world from the radiance.world configuration section. /// </summary> /// <param name="section">The WorldSection configuration section from the application configuration file.</param> internal void ConfigureWorld(WorldSection section) { this.Name = section.Name; #if DEBUG this.ClientTimeoutMinutes = 5; #else this.ClientTimeoutMinutes = section.ClientTimeoutMinutes; #endif this.DefaultMaxCharacters = section.DefaultMaxCharacters; this.EnableMagic = section.EnableMagic; this.EnablePsionics = section.EnablePsionics; this.EnableCommandLogging = section.EnableCommandLogging; this.PowerMultiplier = section.PowerMultiplier; this.RealismMultiplier = section.RealismMultiplier; this.Providers = new WorldProviderCollection(); this.Provider = ProviderUtil.InstantiateProviders <WorldProvider, WorldProviderCollection>( section.Providers, section.DefaultProvider, this.Providers); if (this.Provider == null) { throw new ConfigurationErrorsException( SR.ConfigDefaultWorldProviderNotFound, section.ElementInformation.Properties["defaultProvider"].Source, section.ElementInformation.Properties["defaultProvider"].LineNumber); } // Set the name of the world as dictated by the provider. this.Provider.WorldName = this.Name; this.Provider.World = this; // Load any custom properties or values into the world instance. this.Provider.WorldLoaded(); // Map Manager this.Map = Activator.CreateInstance(Type.GetType(section.MapManagerType, true, true), new object[] { this }) as MapManager; this.Provider.LoadMaps(this.Map); // Load Skills from the provider this.Skills = this.Provider.GetSkills(); // Load Commands from the provider this.Commands = this.Provider.GetCommands(); // Load the terrain from the provider. this.Terrain = this.Provider.GetTerrain(); }
void Update() { if (!Changing && WallPool.GetDivisor().transform.position.y - PlayerTransform.position.y <= 2) { Changing = true; switch (CurrentSection) { case WorldSection.EARTH: CurrentSection = WorldSection.SKY; ChangeSection(WorldSection.SKY); WallPool.ChangeSection(WorldSection.SKY); break; case WorldSection.SKY: CurrentSection = WorldSection.EARTH; ChangeSection(WorldSection.EARTH); WallPool.ChangeSection(WorldSection.EARTH); break; } } }
void ChangeSection(WorldSection section) { LastWallSpawnerPos = WSpawner.gameObject.transform.position; WSpawner.SectionBuilt = false; }